Which version is better? (see them on page 10)version A 25% [ 3 ]
Version B 75% [ 9 ]
Total Votes : 12

Do you want bonuses for continents? (besides those for resources)Yes 37% [ 6 ]
No 62% [ 10 ]
Total Votes : 16

Do you like it??Yes 68% [ 26 ]
No 31% [ 12 ]
Total Votes : 38

will i ever grow a third eye on my forehead?
yes, but only if you eat Plutonium crackers. the breakfast for champions.
28% [ 25 ]
probably if you stare long enough in the mirror
6% [ 6 ]
try voodoo. it worked when i got that second nose
8% [ 7 ]
what's an eye?
12% [ 11 ]
i have one but i won't share my secret.
4% [ 4 ]
go buy one at the local 7/11.
13% [ 12 ]
donate to nano technology research and cross your fingers
25% [ 22 ]

Total Votes : 87

latest image

i was thinking of making a TTD map.
but it has a twist. there are no continents just territories.
one big blob of land with many territories.
the interesting stuff comes now.
just like TTD we have to make connections between various resources. lets' say we have on the map a lumber mill a furniture factory and a market.
if we get the lumber mill we have no bonus but if we also have the furniture factory we get +1, if we extend and conquer the market we get another +1. there will be several routes like this one. (fish warf-cannery-grocery shop; or iron mine-ammunition factory-military base)

further more we will have means of transportation. cars, trains, and planes.
cars bring us the normal bonus and have no special prerequisites, trains bring us double bonus but we need to hold a trains factory (there will be a few on the map) and planes will bring us triple bonus but we need to have the airport (only one on the map).

i'll post an image later.

is this possible to implement in thed xml?

Last edited by DiM on Tue Oct 09, 2007 6:53 pm, edited 55 times in total.

For merely holding the countries then this is easy - however if you wanted routes then it would be very tricky - as it would be tricky to define what the routes were (unless you forced it on the map with Transport links too?)

For merely holding the countries then this is easy - however if you wanted routes then it would be very tricky - as it would be tricky to define what the routes were (unless you forced it on the map with Transport links too?)

Does that help?

C.

just holding the territories, forcing the players to also hold several other continents to make a path is something i proposed some time ago but i was told it can't be done.

“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku

i started making a grid like map. something really simple because i like how conquer 4 feels. so i wanted something like that, but i think i'll try a more classic aproach using the earth map.
i'll also try designing the maps to accomodate transport routes.

i'll also modify the gameplay a bit.

there will be trains ships and planes.

to transport by train you need to have the resource and the market on the same continent, to transport by ship you need 2 harbours on different continents and by plane you need 2 airports.
the connections will be done by owning territories from the resource to the market or from the resource to the harbour/airport and from the harbour/airport to the market.

also there could be another thing:
for example you have an iron mine in Russia. now you have several options. either sell it in Germany by connecting to the market there (own iron mine territory and market territory) or sell it in australia by owning a harbour in russia and another in australia + a market in australia)

different continents will have different prices.

North America gives +3 for delivering iron and + 5 for delivering silicone
while africa gives +4 for iron and +1 for silicone.

making users also do connections means i have to do at least 100 territories and that's too much. probably i'll just stick to owning the resource and the market (plus airoport and harbours)

“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku

i started making a grid like map. something really simple because i like how conquer 4 feels. so i wanted something like that, but i think i'll try a more classic aproach using the earth map. i'll also try designing the maps to accomodate transport routes.

i'll also modify the gameplay a bit.

there will be trains ships and planes.

to transport by train you need to have the resource and the market on the same continent, to transport by ship you need 2 harbours on different continents and by plane you need 2 airports. the connections will be done by owning territories from the resource to the market or from the resource to the harbour/airport and from the harbour/airport to the market.

also there could be another thing:for example you have an iron mine in Russia. now you have several options. either sell it in Germany by connecting to the market there (own iron mine territory and market territory) or sell it in australia by owning a harbour in russia and another in australia + a market in australia)

different continents will have different prices.

North America gives +3 for delivering iron and + 5 for delivering siliconewhile africa gives +4 for iron and +1 for silicone.

making users also do connections means i have to do at least 100 territories and that's too much. probably i'll just stick to owning the resource and the market (plus airoport and harbours)

i started making a grid like map. something really simple because i like how conquer 4 feels. so i wanted something like that, but i think i'll try a more classic aproach using the earth map. i'll also try designing the maps to accomodate transport routes.

i'll also modify the gameplay a bit.

there will be trains ships and planes.

to transport by train you need to have the resource and the market on the same continent, to transport by ship you need 2 harbours on different continents and by plane you need 2 airports. the connections will be done by owning territories from the resource to the market or from the resource to the harbour/airport and from the harbour/airport to the market.

also there could be another thing:for example you have an iron mine in Russia. now you have several options. either sell it in Germany by connecting to the market there (own iron mine territory and market territory) or sell it in australia by owning a harbour in russia and another in australia + a market in australia)

different continents will have different prices.

North America gives +3 for delivering iron and + 5 for delivering siliconewhile africa gives +4 for iron and +1 for silicone.

making users also do connections means i have to do at least 100 territories and that's too much. probably i'll just stick to owning the resource and the market (plus airoport and harbours)

Smells like impossibility.

yeah i know it's really hard to pull this off but i'll give it a try.

“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku

i started working on the map but the pc crashed and i had no save. the good part is i decided todo another approach on the subject and got this result.
give me your suggestions.
and BTW it will be called Age of Merchants or something like that, not TTD.

edit// the mountains in the lower continent are impassable. i forgot to add that in the map.

“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku

Jack0827 wrote:I liked the origanal thought. I think that now you are maby making it a bit to confusing but it could be just me

this one is exactly like the original TTD the only thing is that instead of having a trains and airplanes we have ships and pirates it's the same principle. get the resources and transport them to the market.

“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku

I'm not a big fan of the current text. I had to get real close to read it.

How would that -1 work in team games? I like the different type of bonus rewards though and I hope you stay with it. I think it will bring a lot of strategy to the game and will require a lot of team work for team games. If you could darken the pictures a bit more I think that would help too.

Molacole wrote:I'm not a big fan of the current text. I had to get real close to read it.

How would that -1 work in team games? I like the different type of bonus rewards though and I hope you stay with it. I think it will bring a lot of strategy to the game and will require a lot of team work for team games. If you could darken the pictures a bit more I think that would help too.

The pirate cove idea won't work - it's a nice idea but impossible to code into the XML...

Having said that - once you have a finished map - give me a shout and I'll code you up some XML - or alternatively if you wanna learn I can teach you how to code it up. (You've picked up photoshop quickly - XML is a breeze in comparison)

Molacole wrote:I'm not a big fan of the current text. I had to get real close to read it.

How would that -1 work in team games? I like the different type of bonus rewards though and I hope you stay with it. I think it will bring a lot of strategy to the game and will require a lot of team work for team games. If you could darken the pictures a bit more I think that would help too.

The pirate cove idea won't work - it's a nice idea but impossible to code into the XML...

Having said that - once you have a finished map - give me a shout and I'll code you up some XML - or alternatively if you wanna learn I can teach you how to code it up. (You've picked up photoshop quickly - XML is a breeze in comparison)

C.

Well my question is, what constitutes "holding" it? If you take it your turn, does the next player get -1? That doesn't seem fair at all.

THIS IS GREAT. Owning different parts of each island and still getting bonus. Great. As everyone has said, this changes the gameplay alot. I like where this is heading.

One thing. Basically most everyone else already said this. It is too hard to read. Making the text and markings darker would help. maybe instead of having a pirate cove, you could have 3 or 4 "X" marks the spots. These would be places that treasure was buried. You only get bonus for owning them all (by owning them all you know where the treasure is).

I would not even have connecting lines across the water. You already stated that all harbors can attack all harbors. There are your connecting lines. The map can be made more compact or expanded now because you have no need to connect the islands.

This map has a great concept, but as i stated in the other thread (with a couple more problems i found):

1. Symbols on the land could be made a little more clear, or a lot more actually
2. I agree with the text. Either make it bigger or change the font.
3. Is there a way in the XML to give negative bonuses if other players own a country?

thanks guys for the feedback.
1. symbols can be made clearer. it no problem.
2. text can also be changed.
3. since there can be no negative bonus, i'll do something else. owning the pirate cove and one of the X's gives you +2 bonus. there will be 4 Xs and only one pirate cove. the explanation is that you have a bunch of pirates that work for you and stash gold in a treasure chest.
4. the connections are there because just the ports don't provide enough mobility and somebody could build up a lot of forces in the 2 ports and simply own a continent. this way you can infiltrate on the coast line and conquer a mine or a cattle farm.

“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku